Sense Talent Tree

Contents

You can make a Use the Force check instead of a Perception check to avoid surprise, notice enemies, sense deception, or sense influence. You are considered Trained in the Perception Skill. If you are entitled to a Perception check reroll, you may reroll your Use the Force check instead (Subject to the same circumstances and limitations).

You can use your Use the Force check modifier instead of your Pilot check modifier when making Pilot checks. You are considered Trained in the Pilot Skill. If you are entitled to a Pilot check reroll, you may reroll your Use the Force check instead (Subject to the same circumstances and limitations).

You may spend a Force Point to reroll an Initiative check, keeping the better of the two rolls. Additionally, if you roll a natural 20 on the Initiative check reroll, you immediately regain the Force Point spent to activate this talent.

Whenever you use the FarseeingForce Power, you can spend a Force Point as a Swift Action to see into the target's past or future instead of the present. You declare how far into the target's past or future you wish to look, up to a maximum of 1 year per your character level. Any information gained about a target's future is subject to change, depending on whether steps are taken to alter that future.

You can spend a Force Point to add your Charisma bonus to your Perception check. You can select this Talent multiple times. Each time you select this Talent, you add your Charisma bonus an additional time.

As a Swift Action, you can peer into the future in search of signs of danger, removing one use of the Farseeing Force Power from your active Force Power Suite (As though you had just activated the Force Power). Any time before the end of your next turn when you are the target of an attack or Force Power, you can force your attacker to reroll the attack roll (Or Use the Force check) against you, keeping the second result. This counts as using the Farseeing Force Power against the attacker, but this Talent replaces the normal rules and effect of that Force Power.

When you use the Farseeing Force Power, you can choose to target an object you hold instead of a character or creature. You can look into the targeted item's past, up to a maximum of 5 years per your Character Level. Any information gained about the object's past is based on the thoughts and emotions of the person holding or carrying the object at the time you perceive, which can skew the results of the vision.

As a Full-Round Action, you may attempt to merge your consciousness with am adjacent complex machine such as a computer, Droid or Vehicle by treating a Use the Force check as the Improve Access function of the Use Computer Skill. Failure to beat the machine’s Will Defense results in 1d4 Force damage dealt directly to your Hit Points. Success is treated as normal, though you may spend a Force Point as a Reaction upon success to move the system's Attitude an additional step. When a system is Helpful you are considered merged, and remain so until you chose to return to your natural body.

While merged you are considered helpless and unaware of your body’s surroundings. However, on your turn, you are in control of the merged machine. You are able to use the Access Information ability of the Use Computer Skill at a +10 bonus. In the case of a Vehicle or Droid, you are able to operate any single Vehicle or Droid system as if you were at the appropriate station, but at a +5 bonus to the associated check (Attack roll or Skill Check). Further, when a merged Force-user uses the Reroute Power Action, their Vehicle moves an additional +1 step up the Condition Track. Upon returning to their natural body, a Force-user suffers a -5 penalty to all Use the Force checks made for 1d4 hours for every round they spent merged, and cannot spend Force Points unless accepting a Dark Side Point. If the player was merged for longer than an hour, they suffer a -10 penalty to all Use the Force checks for 1d4 days for every hour spent merged, and cannot spend Force Points or Destiny Points unless accepting a Dark Side Point.

Using a meditative battle trance, Force-users are able to join their minds together, collectively becoming stronger. However, a masterful degree of will is required to prevent the participants from sharing their weaknesses as well as their strengths.

As a Full-Round Action, you can designate a number of willing allies equal to your Charisma modifier within 12 squares of you. These allies must be Trained in the Use the Force Skill. As long as you remain within 12 squares of each other, you can Aid Another on attack rolls and Skill Checks as a Reaction. However, the characters using the Aid Another Reaction takes a -5 penalty on all Use the Force checks until the end of their next turn. Additionally, when any character participating in the Force Meld takes damage that exceeds their Will Defense; all other participants take damage equal to the original damage minus their own Will Defense.